﻿<!DOCTYPE html>
<html>
  <head>
    <meta charset="utf-8">
      <title>quaternion 结构
 | Fantasy.Net API Reference </title>
      <meta name="viewport" content="width=device-width, initial-scale=1.0">
      <meta name="title" content="quaternion 结构
 | Fantasy.Net API Reference ">
      
      <link rel="icon" href="../favicon.ico">
      <link rel="stylesheet" href="../public/docfx.min.css">
      <link rel="stylesheet" href="../public/main.css">
      <meta name="docfx:navrel" content="../toc.html">
      <meta name="docfx:tocrel" content="toc.html">
      
      <meta name="docfx:rel" content="../">
      
      
      
  </head>

  <script type="module">
    import options from './../public/main.js'
    import { init } from './../public/docfx.min.js'
    init(options)
  </script>

  <script>
    const theme = localStorage.getItem('theme') || 'auto'
    document.documentElement.setAttribute('data-bs-theme', theme === 'auto' ? (window.matchMedia('(prefers-color-scheme: dark)').matches ? 'dark' : 'light') : theme)
  </script>

  <body class="tex2jax_ignore" data-layout="" data-yaml-mime="ManagedReference">
    <header class="bg-body border-bottom">
      <nav id="autocollapse" class="navbar navbar-expand-md" role="navigation">
        <div class="container-xxl flex-nowrap">
          <a class="navbar-brand" href="../index.html">
            <img id="logo" class="svg" src="../logo.svg" alt="Fantasy.Net">
            Fantasy.Net
          </a>
          <button class="btn btn-lg d-md-none border-0" type="button" data-bs-toggle="collapse" data-bs-target="#navpanel" aria-controls="navpanel" aria-expanded="false" aria-label="Toggle navigation">
            <i class="bi bi-three-dots"></i>
          </button>
          <div class="collapse navbar-collapse" id="navpanel">
            <div id="navbar">
              <form class="search" role="search" id="search">
                <i class="bi bi-search"></i>
                <input class="form-control" id="search-query" type="search" disabled="" placeholder="搜索" autocomplete="off" aria-label="Search">
              </form>
            </div>
          </div>
        </div>
      </nav>
    </header>

    <main class="container-xxl">
      <div class="toc-offcanvas">
        <div class="offcanvas-md offcanvas-start" tabindex="-1" id="tocOffcanvas" aria-labelledby="tocOffcanvasLabel">
          <div class="offcanvas-header">
            <h5 class="offcanvas-title" id="tocOffcanvasLabel">Table of Contents</h5>
            <button type="button" class="btn-close" data-bs-dismiss="offcanvas" data-bs-target="#tocOffcanvas" aria-label="Close"></button>
          </div>
          <div class="offcanvas-body">
            <nav class="toc" id="toc"></nav>
          </div>
        </div>
      </div>

      <div class="content">
        <div class="actionbar">
          <button class="btn btn-lg border-0 d-md-none" style="margin-top: -.65em; margin-left: -.8em" type="button" data-bs-toggle="offcanvas" data-bs-target="#tocOffcanvas" aria-controls="tocOffcanvas" aria-expanded="false" aria-label="Show table of contents">
            <i class="bi bi-list"></i>
          </button>

          <nav id="breadcrumb"></nav>
        </div>

        <article data-uid="Unity.Mathematics.quaternion">



  <h1 id="Unity_Mathematics_quaternion" data-uid="Unity.Mathematics.quaternion" class="text-break">
    quaternion 结构
  
  </h1>

  <div class="facts text-secondary">
    <dl><dt>命名空间</dt><dd><a class="xref" href="Unity.html">Unity</a>.<a class="xref" href="Unity.Mathematics.html">Mathematics</a></dd></dl>
  <dl><dt>程序集</dt><dd>Fantasy.Net.dll</dd></dl>
  </div>

  <div class="markdown summary"><p>A quaternion type for representing rotations.</p>
</div>
  <div class="markdown conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public struct quaternion : IEquatable&lt;quaternion&gt;, IFormattable</code></pre>
  </div>





  <dl class="typelist implements">
    <dt>实现</dt>
    <dd>
      <div><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.iequatable-1">IEquatable</a>&lt;<a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a>&gt;</div>
      <div><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.iformattable">IFormattable</a></div>
    </dd>
  </dl>


  <dl class="typelist derived">
    <dt>继承成员</dt>
    <dd>
    <div>
      <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object.gettype">object.GetType()</a>
    </div>
    <div>
      <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object.equals#system-object-equals(system-object-system-object)">object.Equals(object, object)</a>
    </div>
    <div>
      <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object.referenceequals">object.ReferenceEquals(object, object)</a>
    </div>
  </dd></dl>

  <dl class="typelist extensionMethods">
    <dt>扩展方法</dt>
    <dd>
  <div>
      <a class="xref" href="Fantasy.Helper.JsonHelper.html#Fantasy_Helper_JsonHelper_ToJson__1___0_">JsonHelper.ToJson&lt;T&gt;(T)</a>
  </div>
  </dd></dl>





  <h2 class="section" id="constructors">构造函数
</h2>


  <a id="Unity_Mathematics_quaternion__ctor_" data-uid="Unity.Mathematics.quaternion.#ctor*"></a>

  <h3 id="Unity_Mathematics_quaternion__ctor_System_Single_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.quaternion.#ctor(System.Single,System.Single,System.Single,System.Single)">
  quaternion(float, float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a quaternion from four float values.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public quaternion(float x, float y, float z, float w)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The quaternion x component.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The quaternion y component.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The quaternion z component.</p>
</dd>
    <dt><code>w</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The quaternion w component.</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_quaternion__ctor_" data-uid="Unity.Mathematics.quaternion.#ctor*"></a>

  <h3 id="Unity_Mathematics_quaternion__ctor_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.quaternion.#ctor(Unity.Mathematics.float3x3)">
  quaternion(float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a unit quaternion from a float3x3 rotation matrix. The matrix must be orthonormal.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public quaternion(float3x3 m)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>m</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 orthonormal rotation matrix.</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_quaternion__ctor_" data-uid="Unity.Mathematics.quaternion.#ctor*"></a>

  <h3 id="Unity_Mathematics_quaternion__ctor_Unity_Mathematics_float4_" data-uid="Unity.Mathematics.quaternion.#ctor(Unity.Mathematics.float4)">
  quaternion(float4)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a quaternion from float4 vector.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public quaternion(float4 value)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>value</code> <a class="xref" href="Unity.Mathematics.float4.html">float4</a></dt>
    <dd><p>The quaternion xyzw component values.</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_quaternion__ctor_" data-uid="Unity.Mathematics.quaternion.#ctor*"></a>

  <h3 id="Unity_Mathematics_quaternion__ctor_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.quaternion.#ctor(Unity.Mathematics.float4x4)">
  quaternion(float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a unit quaternion from an orthonormal float4x4 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public quaternion(float4x4 m)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>m</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 orthonormal rotation matrix.</p>
</dd>
  </dl>












  <h2 class="section" id="fields">字段
</h2>



  <h3 id="Unity_Mathematics_quaternion_identity" data-uid="Unity.Mathematics.quaternion.identity">
  identity
  
  </h3>

  <div class="markdown level1 summary"><p>A quaternion representing the identity transform.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static readonly quaternion identity</code></pre>
  </div>




  <h4 class="section">字段值</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd></dd>
  </dl>










  <h3 id="Unity_Mathematics_quaternion_value" data-uid="Unity.Mathematics.quaternion.value">
  value
  
  </h3>

  <div class="markdown level1 summary"><p>The quaternion component values.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float4 value</code></pre>
  </div>




  <h4 class="section">字段值</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float4.html">float4</a></dt>
    <dd></dd>
  </dl>









  <h2 class="section" id="methods">方法
</h2>


  <a id="Unity_Mathematics_quaternion_AxisAngle_" data-uid="Unity.Mathematics.quaternion.AxisAngle*"></a>

  <h3 id="Unity_Mathematics_quaternion_AxisAngle_Unity_Mathematics_float3_System_Single_" data-uid="Unity.Mathematics.quaternion.AxisAngle(Unity.Mathematics.float3,System.Single)">
  AxisAngle(float3, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a quaternion representing a rotation around a unit axis by an angle in radians.
The rotation direction is clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static quaternion AxisAngle(float3 axis, float angle)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>axis</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The axis of rotation.</p>
</dd>
    <dt><code>angle</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The angle of rotation in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion representing a rotation around an axis.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_quaternion_Equals_" data-uid="Unity.Mathematics.quaternion.Equals*"></a>

  <h3 id="Unity_Mathematics_quaternion_Equals_System_Object_" data-uid="Unity.Mathematics.quaternion.Equals(System.Object)">
  Equals(object)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns whether true if the quaternion is equal to a given quaternion, false otherwise.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public override bool Equals(object x)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object">object</a></dt>
    <dd><p>The object to compare with.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.boolean">bool</a></dt>
    <dd><p>True if the quaternion is equal to the input, false otherwise.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_quaternion_Equals_" data-uid="Unity.Mathematics.quaternion.Equals*"></a>

  <h3 id="Unity_Mathematics_quaternion_Equals_Unity_Mathematics_quaternion_" data-uid="Unity.Mathematics.quaternion.Equals(Unity.Mathematics.quaternion)">
  Equals(quaternion)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns true if the quaternion is equal to a given quaternion, false otherwise.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public bool Equals(quaternion x)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion to compare with.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.boolean">bool</a></dt>
    <dd><p>True if the quaternion is equal to the input, false otherwise.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_quaternion_Euler_" data-uid="Unity.Mathematics.quaternion.Euler*"></a>

  <h3 id="Unity_Mathematics_quaternion_Euler_System_Single_System_Single_System_Single_Unity_Mathematics_math_RotationOrder_" data-uid="Unity.Mathematics.quaternion.Euler(System.Single,System.Single,System.Single,Unity.Mathematics.math.RotationOrder)">
  Euler(float, float, float, RotationOrder)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a quaternion constructed by first performing 3 rotations around the principal axes in a given order.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
When the rotation order is known at compile time, it is recommended for performance reasons to use specific
Euler rotation constructors such as EulerZXY(...).</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static quaternion Euler(float x, float y, float z, math.RotationOrder order = RotationOrder.Default)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
    <dt><code>order</code> <a class="xref" href="Unity.Mathematics.math.html">math</a>.<a class="xref" href="Unity.Mathematics.math.RotationOrder.html">RotationOrder</a></dt>
    <dd><p>The order in which the rotations are applied.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion representing the Euler angle rotation in the specified order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_quaternion_Euler_" data-uid="Unity.Mathematics.quaternion.Euler*"></a>

  <h3 id="Unity_Mathematics_quaternion_Euler_Unity_Mathematics_float3_Unity_Mathematics_math_RotationOrder_" data-uid="Unity.Mathematics.quaternion.Euler(Unity.Mathematics.float3,Unity.Mathematics.math.RotationOrder)">
  Euler(float3, RotationOrder)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a quaternion constructed by first performing 3 rotations around the principal axes in a given order.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
When the rotation order is known at compile time, it is recommended for performance reasons to use specific
Euler rotation constructors such as EulerZXY(...).</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static quaternion Euler(float3 xyz, math.RotationOrder order = RotationOrder.Default)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
    <dt><code>order</code> <a class="xref" href="Unity.Mathematics.math.html">math</a>.<a class="xref" href="Unity.Mathematics.math.RotationOrder.html">RotationOrder</a></dt>
    <dd><p>The order in which the rotations are applied.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion representing the Euler angle rotation in the specified order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_quaternion_EulerXYZ_" data-uid="Unity.Mathematics.quaternion.EulerXYZ*"></a>

  <h3 id="Unity_Mathematics_quaternion_EulerXYZ_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.quaternion.EulerXYZ(System.Single,System.Single,System.Single)">
  EulerXYZ(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a quaternion constructed by first performing a rotation around the x-axis, then the y-axis and finally the z-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static quaternion EulerXYZ(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion representing the Euler angle rotation in x-y-z order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_quaternion_EulerXYZ_" data-uid="Unity.Mathematics.quaternion.EulerXYZ*"></a>

  <h3 id="Unity_Mathematics_quaternion_EulerXYZ_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.quaternion.EulerXYZ(Unity.Mathematics.float3)">
  EulerXYZ(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a quaternion constructed by first performing a rotation around the x-axis, then the y-axis and finally the z-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static quaternion EulerXYZ(float3 xyz)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion representing the Euler angle rotation in x-y-z order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_quaternion_EulerXZY_" data-uid="Unity.Mathematics.quaternion.EulerXZY*"></a>

  <h3 id="Unity_Mathematics_quaternion_EulerXZY_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.quaternion.EulerXZY(System.Single,System.Single,System.Single)">
  EulerXZY(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a quaternion constructed by first performing a rotation around the x-axis, then the z-axis and finally the y-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static quaternion EulerXZY(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion representing the Euler angle rotation in x-z-y order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_quaternion_EulerXZY_" data-uid="Unity.Mathematics.quaternion.EulerXZY*"></a>

  <h3 id="Unity_Mathematics_quaternion_EulerXZY_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.quaternion.EulerXZY(Unity.Mathematics.float3)">
  EulerXZY(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a quaternion constructed by first performing a rotation around the x-axis, then the z-axis and finally the y-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static quaternion EulerXZY(float3 xyz)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion representing the Euler angle rotation in x-z-y order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_quaternion_EulerYXZ_" data-uid="Unity.Mathematics.quaternion.EulerYXZ*"></a>

  <h3 id="Unity_Mathematics_quaternion_EulerYXZ_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.quaternion.EulerYXZ(System.Single,System.Single,System.Single)">
  EulerYXZ(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a quaternion constructed by first performing a rotation around the y-axis, then the x-axis and finally the z-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static quaternion EulerYXZ(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion representing the Euler angle rotation in y-x-z order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_quaternion_EulerYXZ_" data-uid="Unity.Mathematics.quaternion.EulerYXZ*"></a>

  <h3 id="Unity_Mathematics_quaternion_EulerYXZ_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.quaternion.EulerYXZ(Unity.Mathematics.float3)">
  EulerYXZ(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a quaternion constructed by first performing a rotation around the y-axis, then the x-axis and finally the z-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static quaternion EulerYXZ(float3 xyz)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion representing the Euler angle rotation in y-x-z order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_quaternion_EulerYZX_" data-uid="Unity.Mathematics.quaternion.EulerYZX*"></a>

  <h3 id="Unity_Mathematics_quaternion_EulerYZX_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.quaternion.EulerYZX(System.Single,System.Single,System.Single)">
  EulerYZX(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a quaternion constructed by first performing a rotation around the y-axis, then the z-axis and finally the x-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static quaternion EulerYZX(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion representing the Euler angle rotation in y-z-x order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_quaternion_EulerYZX_" data-uid="Unity.Mathematics.quaternion.EulerYZX*"></a>

  <h3 id="Unity_Mathematics_quaternion_EulerYZX_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.quaternion.EulerYZX(Unity.Mathematics.float3)">
  EulerYZX(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a quaternion constructed by first performing a rotation around the y-axis, then the z-axis and finally the x-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static quaternion EulerYZX(float3 xyz)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion representing the Euler angle rotation in y-z-x order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_quaternion_EulerZXY_" data-uid="Unity.Mathematics.quaternion.EulerZXY*"></a>

  <h3 id="Unity_Mathematics_quaternion_EulerZXY_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.quaternion.EulerZXY(System.Single,System.Single,System.Single)">
  EulerZXY(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a quaternion constructed by first performing a rotation around the z-axis, then the x-axis and finally the y-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
This is the default order rotation order in Unity.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static quaternion EulerZXY(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion representing the Euler angle rotation in z-x-y order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_quaternion_EulerZXY_" data-uid="Unity.Mathematics.quaternion.EulerZXY*"></a>

  <h3 id="Unity_Mathematics_quaternion_EulerZXY_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.quaternion.EulerZXY(Unity.Mathematics.float3)">
  EulerZXY(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a quaternion constructed by first performing a rotation around the z-axis, then the x-axis and finally the y-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
This is the default order rotation order in Unity.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static quaternion EulerZXY(float3 xyz)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion representing the Euler angle rotation in z-x-y order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_quaternion_EulerZYX_" data-uid="Unity.Mathematics.quaternion.EulerZYX*"></a>

  <h3 id="Unity_Mathematics_quaternion_EulerZYX_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.quaternion.EulerZYX(System.Single,System.Single,System.Single)">
  EulerZYX(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a quaternion constructed by first performing a rotation around the z-axis, then the y-axis and finally the x-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static quaternion EulerZYX(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion representing the Euler angle rotation in z-y-x order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_quaternion_EulerZYX_" data-uid="Unity.Mathematics.quaternion.EulerZYX*"></a>

  <h3 id="Unity_Mathematics_quaternion_EulerZYX_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.quaternion.EulerZYX(Unity.Mathematics.float3)">
  EulerZYX(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a quaternion constructed by first performing a rotation around the z-axis, then the y-axis and finally the x-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static quaternion EulerZYX(float3 xyz)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion representing the Euler angle rotation in z-y-x order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_quaternion_GetHashCode_" data-uid="Unity.Mathematics.quaternion.GetHashCode*"></a>

  <h3 id="Unity_Mathematics_quaternion_GetHashCode" data-uid="Unity.Mathematics.quaternion.GetHashCode">
  GetHashCode()
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a hash code for the quaternion.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public override int GetHashCode()</code></pre>
  </div>


  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.int32">int</a></dt>
    <dd><p>The hash code of the quaternion.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_quaternion_LookRotation_" data-uid="Unity.Mathematics.quaternion.LookRotation*"></a>

  <h3 id="Unity_Mathematics_quaternion_LookRotation_Unity_Mathematics_float3_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.quaternion.LookRotation(Unity.Mathematics.float3,Unity.Mathematics.float3)">
  LookRotation(float3, float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a quaternion view rotation given a unit length forward vector and a unit length up vector.
The two input vectors are assumed to be unit length and not collinear.
If these assumptions are not met use float3x3.LookRotationSafe instead.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static quaternion LookRotation(float3 forward, float3 up)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>forward</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The view forward direction.</p>
</dd>
    <dt><code>up</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The view up direction.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion view rotation.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_quaternion_LookRotationSafe_" data-uid="Unity.Mathematics.quaternion.LookRotationSafe*"></a>

  <h3 id="Unity_Mathematics_quaternion_LookRotationSafe_Unity_Mathematics_float3_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.quaternion.LookRotationSafe(Unity.Mathematics.float3,Unity.Mathematics.float3)">
  LookRotationSafe(float3, float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a quaternion view rotation given a forward vector and an up vector.
The two input vectors are not assumed to be unit length.
If the magnitude of either of the vectors is so extreme that the calculation cannot be carried out reliably or the vectors are collinear,
the identity will be returned instead.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static quaternion LookRotationSafe(float3 forward, float3 up)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>forward</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The view forward direction.</p>
</dd>
    <dt><code>up</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The view up direction.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion view rotation or the identity quaternion.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_quaternion_RotateX_" data-uid="Unity.Mathematics.quaternion.RotateX*"></a>

  <h3 id="Unity_Mathematics_quaternion_RotateX_System_Single_" data-uid="Unity.Mathematics.quaternion.RotateX(System.Single)">
  RotateX(float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a quaternion that rotates around the x-axis by a given number of radians.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static quaternion RotateX(float angle)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>angle</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The clockwise rotation angle when looking along the x-axis towards the origin in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion representing a rotation around the x-axis.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_quaternion_RotateY_" data-uid="Unity.Mathematics.quaternion.RotateY*"></a>

  <h3 id="Unity_Mathematics_quaternion_RotateY_System_Single_" data-uid="Unity.Mathematics.quaternion.RotateY(System.Single)">
  RotateY(float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a quaternion that rotates around the y-axis by a given number of radians.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static quaternion RotateY(float angle)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>angle</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The clockwise rotation angle when looking along the y-axis towards the origin in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion representing a rotation around the y-axis.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_quaternion_RotateZ_" data-uid="Unity.Mathematics.quaternion.RotateZ*"></a>

  <h3 id="Unity_Mathematics_quaternion_RotateZ_System_Single_" data-uid="Unity.Mathematics.quaternion.RotateZ(System.Single)">
  RotateZ(float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a quaternion that rotates around the z-axis by a given number of radians.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static quaternion RotateZ(float angle)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>angle</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The clockwise rotation angle when looking along the z-axis towards the origin in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion representing a rotation around the z-axis.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_quaternion_ToString_" data-uid="Unity.Mathematics.quaternion.ToString*"></a>

  <h3 id="Unity_Mathematics_quaternion_ToString" data-uid="Unity.Mathematics.quaternion.ToString">
  ToString()
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a string representation of the quaternion.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public override string ToString()</code></pre>
  </div>


  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.string">string</a></dt>
    <dd><p>The string representation of the quaternion.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_quaternion_ToString_" data-uid="Unity.Mathematics.quaternion.ToString*"></a>

  <h3 id="Unity_Mathematics_quaternion_ToString_System_String_System_IFormatProvider_" data-uid="Unity.Mathematics.quaternion.ToString(System.String,System.IFormatProvider)">
  ToString(string, IFormatProvider)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a string representation of the quaternion using a specified format and culture-specific format information.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public string ToString(string format, IFormatProvider formatProvider)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>format</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.string">string</a></dt>
    <dd><p>The format string.</p>
</dd>
    <dt><code>formatProvider</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.iformatprovider">IFormatProvider</a></dt>
    <dd><p>The format provider to use during string formatting.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.string">string</a></dt>
    <dd><p>The formatted string representation of the quaternion.</p>
</dd>
  </dl>











  <h2 class="section" id="operators">运算符
</h2>


  <a id="Unity_Mathematics_quaternion_op_Implicit_" data-uid="Unity.Mathematics.quaternion.op_Implicit*"></a>

  <h3 id="Unity_Mathematics_quaternion_op_Implicit_Unity_Mathematics_float4__Unity_Mathematics_quaternion" data-uid="Unity.Mathematics.quaternion.op_Implicit(Unity.Mathematics.float4)~Unity.Mathematics.quaternion">
  implicit operator quaternion(float4)
  
  </h3>

  <div class="markdown level1 summary"><p>Implicitly converts a float4 vector to a quaternion.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static implicit operator quaternion(float4 v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="Unity.Mathematics.float4.html">float4</a></dt>
    <dd><p>The quaternion xyzw component values.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion constructed from a float4 vector.</p>
</dd>
  </dl>












</article>


        
      </div>

      <div class="affix">
        <nav id="affix"></nav>
      </div>
    </main>

    <div class="container-xxl search-results" id="search-results"></div>

    <footer class="border-top">
      <div class="container-xxl">
        <div class="flex-fill">
          <span>Made with <a href="https://dotnet.github.io/docfx">docfx</a></span>
        </div>
      </div>
    </footer>
  </body>
</html>